Taking on the Lone Star!

I expect every competitive event to be an exciting, valuable experience; YCS Dallas surpassed my expectations! The competitive atmosphere in Dallas satisfied my strong desire to put my skills to the test with my friends in the community. This past weekend was the debut of a brave new world under the new Forbidden and Limited list – every player went into this tournament blind. In my previous article I talked about the decks that I expected to be there, ranked the best decks after my own play testing, and shared my builds of each deck – I hoped it helped you! I certainly felt sure of my predictive ability while I watched the big three dominate the top tables throughout the tournament. I had a long, productive weekend full of exciting moments and matches – let me share it with you!

Which Path?

I tested with Deon; we kept in constant contact with Patrick to make sure our testing conclusions weren’t flawed. We had less than a week of frantic testing as the F&L list was released only seven days prior to the YCS. We were pretty sure that the three best decks to play for the tournament (in order) were Shaddolls, Burning Abyss, and Satellarknights. The Top 32 ended up along these lines with a breakdown of about 45% Shaddolls, 30% Burning Abyss, 15% Satellarknights, and 10% other, which includes the winner Billy Brake’s 60-card deck. Deon was pumped about Satellarknights and while I understood his fervor, I wasn’t comfortable with the deck’s play style. Satellarknights have a very linear strategy, while Burning Abyss and Shaddolls have many options and can change their gears to capitalize on the game state. Satellarknights usually play fewer than ten Monsters, allowing them to average three or four traps in play on the first turn. I had little experience with Satellarknights and a good bit of experience with Shaddolls, so Patrick and I exchanged thoughts over next couple days and ended up settling on this for YCS Dallas: Shaddollsworn

I’m sure you’re familiar with this build; it’s only a few cards different from Patrick’s YCS Toronto deck. The deck was nearly untouched by the changes to the F&L List. He’s done multiple deck profiles, but I feel it’s necessary to talk about what makes his build from the standard builds. The Shaddoll strategy is certainly standard but Patrick’s Black and White Dragonsworn engine puts this build ahead of the slower builds that include Mathematician. Raiden, Hand of the Lightsworn is the core of this engine which makes him a staple three-of. He mills two when he comes into play, fueling your graveyard and triggering Shaddoll effects. The turn he’s summoned he can be used with a Black or White Dragon to Synchro Summon a Level 8 Monster. This will immediately trigger their effect, searching the other Dragon. Some people try to run the Black and White Dragons without Raiden, but you’ll never get their effects if you don’t have a Tuner with them. It maintains card advantage and allows you to OTK your opponent after starting the turn with no Monsters in play. Charge of the Light Brigade for Lyla, Lightsworn Sorceress is a consistent out to cards like Shadow-Imprisoning Mirror; this also fuels your graveyard.

Entering Ground Zero

I settled on this build late Thursday, thew it in my bag, slept a good hour, then met J.P. (a local competitive player) and Deon. We arrived at the airport early; Deon insisted during the drive up we were 100% to catch Ebola in Dallas. On the plane Deon asked the doctor in the next seat, “Are you the doc going to ground zero?” and “You the one who gonna take out Ebola, ain’t ya?” We landed and met up with Sehabi. Sehabi showed us that he was playing Shaddolls with an Artifact engine splash. I was pretty surprised; I didn’t think Artifacts were viable post-F&L, but Sehabi’s build laid-out made a lot of sense. Deon immediately started talking about playing Sehabi’s build and I considered calling an audible with him. Let’s take a look at Sehabi’s build:

 

Shartifacts

Sehabi expertly merged the Artifact engine with Shaddolls. Artifact Moralltach + Artifact Sanctum have a great deal of power and utility, which can be capitalized upon by skilled players. Artifact Moralltach can destroy any face-up card in play, making it an answer to known and unknown threats; Floodgates were recognized threats entering the tournament and it was appealing to see a deck where the outs to floodgates had additional uses. Ignition deals with floodgates and doesn’t clog your hand like Mystical Space Typhoon since it can fetch Artifacts. Moralltach also creates a formidable board presence without the extra deck, which allows you to avoid vulnerability to Shadoll Fusion. We can’t go an article without talking about Vanity’s Emptiness, so here we are: Sanctum can be chained to Emptiness to destroy it. Sehabi only played 8 Shaddoll Monsters in his Main Deck, -1 from the low count of Patrick’s build. Shaddoll Fusion is the greatest incentive to play the Shaddoll cards – the best Monsters in the format come out of the Extra Deck. Sehabi played less Normal Summons than Patrick, which is probably the main reason I liked Sehabi’s deck. There were some games in testing where I couldn’t apply enough pressure with a Monster-clogged hand, staring at Dragons and hating life. Shaddoll Fusion can smooth out a draw where you have multiple Monsters in hand but happens less often in Sehabi’s Artifact build than Patrick’s Dragonsworn. Sehabi ended up losing in the finals, which proved the deck operated well and had more than just potential. Deon and I ultimately decided on playing Shaddolls with the Dragonsworn engine after a night of play testing, while Sehabi played the only 70 cards he brought. We walked into the convention hall shortly after it opened and watched 1200+ duelists flood into the hall and register for the tournament. I had the same adrenaline rush that I’ve had for every major event and I was ready for a 10 hour marathon of focus and concentration. It’s important to be aware of your emotions when playing in a tournament: they can easily sway you from the logical decisions you need to consider while you play. Frustration and excitement from your previous round can affect you more than you realize when you sit down to play. It’s also vital to get a good night’s rest and breakfast, as it’s easy to burnout in the late rounds when every win is important. It wasn’t long before Round 1 pairings were posted and it was time for Day 1 of YCS Dallas!

Day 1 Walk-through

Round 1: Fire Fist

I mentioned in my previous article that I felt Fire Fist would have a fighting chance against the big three with the Unlimiting of Coach Soldier Wolfbark; this match proved that Fire Fists are at least as good as Satellarknights. My opponent won the die roll and lead with Fie Formation – Tenki, fetched a Brotherhood of the Fire Fist – Bear and summoned it, set 3 Traps, and lead with Dimensional Fissure before he ended his first turn. Dimensional Fissure is a floodgate that shuts down all of the Shaddoll’s graveyard effects and stops my build from fueling the graveyard for my Chaos Monsters and Dragons. My opening hand included a Black and White Dragon along with a Chaos Sorcerer. My first Draw Phase gave me a Soul Charge which left me with to nothing to do but set a Book of Moon and pass. My opponent attacked with the Bear so I used Book of Moon to buy me a turn. Most of the time they have Forbidden Lance there, but it didn’t matter as I limped the entire game, crippled by the opening Dimensional Fissure. Game 2 was one-sided in my favor. I Normal Summoned Raiden, milled a Falco, and set a Sinister Shadow Games along with a Mystical Space Typhoon. In the End Phase, I milled a Shaddoll Beast – a healthy start. My opponent activated a Tenki on the first turn, but I saved my Mystical Space Typhoon for any floodgates my opponent might have. He destroyed my Raiden with the Bear’s effect and attacked my Falco. I activated Sinister Shadow Games on the attack, allowing me to send another Beast to the graveyard to draw a card, and then Special Summon him face-down. The next turn I used my Mystical Space Typhoon to destroy my opponent’s Soul Drain, and flooded the field with my entire hand of Monsters to beat him on my second turn. Game 3 my opponent was smiled upon by God once again with an opening Dimensional Fissure and 3 set Trap cards. I had a Lyla in my hand along with Monsters I couldn’t Normal Summon. I didn’t feel comfortable with only setting a Sinister Shadow Games for my first turn (especially against an aggressive deck like Fire Fist) so I summoned Lyla only to have her fall into a Bottomless Trap Hole. I set the Sinister Shadow Games and ended my turn hoping my opponent didn’t have a Monster. He played a Fire Formation – Tenki off of the top of his deck to summon a Bear, which made me feel a little behind. I ripped a MST, which I aimed at the Dimensional Fissure, which allowed me to activate my SSG. Only when my opponent chained a Shadow-Imprisoning Mirror to my trap did I realize that I didn’t have chance in this game, and the overwhelming amount of floodgates were more than enough to defeat me.

0-1

 

Round 2: Satellarknights

This was the match-up I had the most experience against. I devoted significant space in my Side Deck to overcome Satellarknights post-board. Satellarknights has a similar play style to Fire Fist: it packs a ton of Trap cards while playing a few card advantage Monsters. Satellarknights’ loses steam if they go second since they rely on keeping momentum in their favor with Trap cards. Stellarnova Alpha is included in this mix, allowing you to negate any of your opponent’s first turn plays. My opponent happened to open win the die roll and lead with the ideal start of Satellarknight Deneb to fetch an Altair and set 3 backrow. To play around Stellarnova Alpha, I summoned a Raiden for my first play which my opponent allowed. I immediately attacked the Deneb, giving my opponent no opportunity to cycle his Stellarnova Alpha, which my opponent had set. I activated Raiden in my second Main Phase, had Vanity’s Emptiness for his Altair, and I ground my opponent out with Black and White Dragons after he removed my Vanity’s Emptiness. In game 2, my opponent activated a Pot of Duality, and took a Dimensional Prison. He set 3 backrow and didn’t summon a Monster on the first turn. I concluded he had to have an Altair or Vega in his hand, as Satellarknights always wants to have a monster in play for their Alpha. I opened with Lyla in my hand, which incentivized me to immediately activate Shaddoll Fusion. If I ended up meeting a chained Vanity’s Emptiness, I could summon Lyla to destroy another one of his backrows to put him behind. He ended up not activating anything until my End Phase, which he used to return my face-down Shaddoll Beast to my hand with Compulsory Evacuation Device, which I Tribute Summoned using my El Shaddoll Winda. It would have been a blowout if my opponent had a better follow-up than a Satellarknight Altair returning no Monsters to play. I took my 1700 points of damage and activated my Shaddoll Fusion again next turn, to meet a Solemn Warning. I Normal Summoned Shaddoll Dragon, attacked my opponent’s Altair, and chained my Super Polymerization to my opponent’s Dimensional Prison to blow him out. Polymerization is a card that could have been banned and I wouldn’t be surprised if it is in the future. I feel like I would have lost if my opponent lead with a Deneb, but Super Polymerization sealed the deal early in the game.

1-1

 

Round 3: HAT

I was up against a deck that I was familiar with, and even got a little jealous when my opponent lead his first turn with a Traptrix Myrmeleo searching for a Time-Space Trap Hole. He set 4 backrows behind her and I was ready for a grind game. I opened with Charge of the Light Brigade which I used to find a Lyla while putting a Dark and a Light in my graveyard. I only had a Black Dragon in my hand which could make use of them, but against HAT the Dragons keep pressure on the opponent and replace themselves if they’re sent to the graveyard. I wanted to resolve my Shaddoll Fusion in my hand so I had to throw out some bait first; I Normal Summoned Lyla and tried to destroy one of the backrows, but another one revealed itself as a Breakthrough Skill. I then Special Summoned a Black Dragon Collapserpent, hoping my opponent would Time-Space Trap Hole it, leaving me with a clear Shaddoll Fusion. He had no response to the dragon, which just prompted me to attack with both of my monsters. Lyla met a Dimensional Prison after which I set a Compulsory Evacuation Device. Next turn, Traptrix Dionaea brought back Myrmeleo, which made me use my Evacuation Device on Myrmeleo. My Black Dragon destroyed my opponent’s Dionaea, and then I tributed it to set a Beast face-down. Once again, my face-down Beast was met by an Evacuation Device, but I got a Light Dragon in the process. I opted not to summon it just yet, since I had a Soul Charge that may need the milled Beast in my graveyard. My opponent summons the Myrmeleo again adding Bottomless Trap Hole to his backrow along with another. I take my 1600 and ended up activating an undisturbed Shaddoll Fusion. I send the Beast and a Falco to the graveyard to have El Shaddoll Winda meet the Time-Space Trap Hole, but end up slowly grinding my opponent out with the White Dragon and card advantage gained with Falco and Beast. I don’t really remember what happened game 2 except that I didn’t know that my opponent was playing Fire Hand or Ice Hand until this game. There was a turn where one of my last cards I had was an El Shaddoll Construct in Attack Position and my opponent Summoned a Fire Hand and attacked it. The last card I had was a Vanity’s Emptiness, so I activated it, making the game state my opponent’s one backrow to my newly added Shaddoll Fusion in hand. I ripped a Burst Rebirth, which I set, and then activated to allow a Shaddoll Beast to pull me back into the game. Burst Rebirth was even better than Monster Reborn sometimes since it allows you to use any of your Shaddoll Flip Effects again. HAT used to be powerful because of its nature to gain attrition through card advantage, but the Dragonsworn Shaddoll build replicates the strategy but with the raw power of the Fusion monsters.

2-1

 

Round 4: Fire Fist Traptrix

I won my first die roll of the tournament and opened with a nice hand. I generally expect my opponent to be on Shaddolls, so I will usually play around Shaddoll Fusion on the first turn, and my opener allowed me to do so. I Normal Summoned a Raiden and missed on his mill, but used him with a Shaddoll Beast to Shaddoll Fusion an El Shaddoll Construct. I sent a Shaddoll Falco to the grave, which lead him to the field face-down, and tributed the El Shaddoll Construct for Beast, returning my Shaddoll Fusion to my hand. I set a Vanity’s Emptiness, which proved to be somewhat dead when my opponent activated Fire Formation – Tenki. He used his effect to destroy Falco and then attacked it, killing it once and for all. He only set 1 backrow after that, allowing me to overwhelm him the next turn by using my Fusion Spell to use Shaddoll Dragon to clear his Forbidden Lance, before I summoned Black Luster Soldier – Envoy of the Beginning to quickly send us to game 2. This game was a lot better for my opponent. He revealed a Traptrix Myrmeleo off of Pot of Duality and summoned it to find a Bottomless Trap Hole. He set 4 backrow, putting me in a scary position. I set multiple Sinister Shadow Games on the first turn along with Squamata. The next turn my opponent summons a Bear which I destroy with Shaddoll Squamata. I take Myrmeleo’s damage and set up undisturbed with a Sinister Shadow Games. I simply get Falco out of the deck, while planning on using the other to get Beast of out of the deck next turn. I found that against these Fire Fist decks that Shaddoll Falco and Beast is a dynamic duo to be reckoned with. My opponent never revealed any floodgates throughout the match, so I fought through his many backrows to eventually defeat him by trying to stick a Chaos Sorcerer or Fusion Monster.

3-1

 

Round 5: Satellarknights

I don’t remember much of this match, except that my opponent played the deck aggressively and Main Decked Satellarknight Alsahm. This match was frustrating because it ended up resulting in a Draw. I was focused on the match after barely coming back and taking down game 2 that I didn’t bother looking at the clock until the timer was being called. If you are shuffling for game 3 when the timer is called, the match is ruled to be a draw, which is probably a silly rule and wouldn’t shock me if it is changed in the future.

3-1-1

 

Round 6: Evilswarm

I would never enter a tournament with Evilswarm because its strategy is so linear that your hand may as well be face-up on the table from the beginning of the duel. Your deck loses a ton of value if you don’t win the die roll because Evilswarm Ophion is the reason to play it and he acts as a floodgate. You want to put two of your monsters from your hand into play to overlay into Evilswarm Ophion but usually will fall behind to any attrition strategy. In Game 1 I removed my opponent’s Ophion with a Squamata’s Flip Effect and only saw one other card from my opponent in the form of Evilswarm Kerykeion which I used to Super Polymerization to send us to Game 2. My opponent lead with a first turn Ophion but I quickly dismantled my opponent’s monster with our freshly Limited Raigeki. I expected him to have an Infestation Pandemic to protect it, since he used Ophion’s effect to search for an Infestation Infection, but Ophion was expected to be replaced next turn. My opponent summons a Rescue Rabbit which I have no answer to, but when my opponent banished it, he noticed that he only had one Evilswarm Heliotrope in his deck. This put him far enough behind that I never lost control of this game, but may have suffered more if I was playing Sehabi’s Artifact build.

4-1-1

 

Round 7: Satellarknights

This player was very talented with Satellarknights and we had a clean three games, which included our decks operating at their finest. My opponent won the first game by never allowing me to get ahead. He activated Stellarnova Alpha, Solemn Warning, and Call of the Haunted on my first turn, which is more than enough to demonstrate how Satellarknights can keep you out of the game. In Game 2, I made a horrible mistake, but top decked out of it. I held onto Soul Charge the whole game while making sure I activated it on a turn where it wouldn’t be stopped by Vanity’s Emptiness. I finally saw my out and activated it returning four monsters to play, where I probably only needed two, and had all four of them banished in a Bottomless Trap Hole while putting my Life Points dangerously low. I pushed with a Black Luster Soldier the next turn hoping to kill my opponent and send us to game 3, and it luckily connected. In Game 3, my opponent lead with four backrows while my hand had Charge of the Light Brigade, a White Dragon, and two Mystical Space Typhoons. I used one of them to stop my opponent’s Vanity’s Emptiness and the other to stop the Soul Drain. His other backrows were both Breakthrough Skill while the card in his hand was an Altair. He could have drawn one card different and had a higher shot, but the two Breakthrough Skills bricked his draws allowing my Monsters to simply attack him a couple turns in a row to allow me to win with ease.

5-1-1

 

Round 8: Shaddolls

My opponent won the die roll and ended his first turn by setting a Monster. I was very cautious about my first turn, trying to decide which deck would open in such a way. I ultimately decided he had to be on Shaddolls and probably was holding a Shaddoll Fusion. In Round 4, I began the game by activating Shaddoll Fusion to make an El Shaddoll Construct, triggering Shaddoll effects in the process. I did the same this game, using Hedgehog to search out another Shaddoll Beast, which I set face-down tributing the Construct, and returning the Shaddoll Fusion back to my hand. I had another good defense in the form of Vanity’s Emptiness, but I expected an MST or a Mathematician to find a Shaddoll Dragon to remove it from my field the next turn. My opponent actually just ends up Flip Summoning his Squamata to kill my Beast, attacked me directly, tribute it for a face-down Shaddoll Beast of his own. This turn I draw a second Shaddoll Fusion so I activate one right away. My opponent seemed to have bricked until I attack into a Gorz the Emissary of Darkness. It was awkward that I hadn’t thought of Gorz as my opponent had never set any backrow and just makes sense out of Shaddolls as a whole, but had I thought of Gorz I would have activated my Vanity’s Emptiness when I attacked. Patrick ended up Side Decking two and it was definitely a change that I wish I had made. I end up winning this game, even though Gorz was a solid obstacle that I needed to be aware of for Game 2. I don’t remember what happened the rest of the match except that I got dealt more than 8000 points of damage before I took my second turn in Game 2. I remember in Game 3 I chain a Burst Rebirth to my opponent’s Vanity’s Emptiness, which was a blowout and best case scenario for this match-up

6-1-1

 

Round 9: Burning Abyss

My opponent won the die roll and lead with three backrow. I was expecting him to be playing Satellarknights, forgetting that Burning Abyss was a deck as I somehow dodged it the entire day. I Normal Summon a Raiden and it immediately meets a Breakthrough Skill. I got in my damage before setting a dead Shaddoll Fusion and a Vanity’s Emptiness. Before I end my turn my opponent spins both of my backrows to the top of my deck with his remaining two backrows in the form of Phoenix Wing Wind Blast. Discarding Scarm, Malebranche of the Burning Abyss allowed him to search a Tour Guide from the Underworld. It seemed like it couldn’t more downhill from here, but it did. My opponent made a Dante, Traveler of the Burning Abyss next turn overlaying Tour Guide with a new Scarm, milling a new Burning Abyss monster in the process. He continued to set another trap and search another Tour Guide before I was quickly defeated Game 1. The rest of the match was more of a grind. My opponent showed me a ton of Traps but no Monarchs. I would rather play against the Monarch Monsters than have to try to play around backrow. Monarchs can also clog your hand allowing Shaddolls to have more time to setup. I aggressively try to make El Shaddoll Winda and protect her with one of my three Forbidden Lance. Forbidden Lance ended up being particularly good against this guy because he had Trap Stun and Wiretap after Side Deck. They can catch Vanity’s Emptiness but I managed to control my opponent’s board by keeping a board presence by floating my Black and White Dragons. Chaos Sorcerer will always be an all-star in this match up, being able to banish the Burning Abyss and not trigger their effects. Dante has a high enough Defense that it is difficult to remove him from the field without a Chaos Sorcerer as well. My opponent was very talented, knowing all of the mechanics of his deck like the back of his hand. I can’t say that either of us bricked and it felt good to best him in a battle of wits.

7-1-1

Day 1 finally ended after 12 hours of competition and my record left me at 22nd place. There were two more rounds of Swiss before cut to Top 32, so I met up with Sehabi and Deon and we talked about our matches. Sehabi finished 7-2 while Deon finished 6-3; our discussion was mostly about our losses. We quickly turned to the top cut format: Battle Pack 3 draft. I was excited to draft as I have many years of draft experience from the Magic Pro circuit; those years taught me that I needed to know a great deal more about the card pool. We ended up going to sleep around 3 am. We woke up the next morning and trudged to the hall to play our last two rounds of Swiss. I needed to win one of my next two matches to secure a spot in the top cut while Sehabi needed to win both. The second day of a YCS will usually provide no free wins, so we prepared ourselves for an uphill battle and sat down for Round 10.

Round 10: Shaddoll Artifacts

Dominique Roberts, a player I recognized, was my opponent in Round 10 and it was a little different than the other Shaddoll mirrors. Once he activated an Artifact Sanctum on my first turn to destroy my Raiden, I realized that he was playing the Artifact build. This prompted me to make a risky push, summoning Black Luster Soldier much earlier than I normally would. I quickly reduce his Life Points, barely reducing them to 0 while he had an incremental advantage in resources. This is not the typical way you want to attack Shaddolls, but I felt like his build would want to go to the end game more than I did since his Artifacts can outdo my plays without turning on my Shaddoll Fusions. Game 2 I made the same risky play of Summoning my Black Luster Soldier to attack over an Artifact Moralltach and a Falco. It put his Life Points to less than 2000, but it was more than enough to allow him to Puppet Plant my BLS the next turn, banish my Black Dragon with his effect and then tributed him to set a Beast face-down. This was one of two misplays I made in this match, and I regret them dearly. I mentioned earlier that having any kind of emotional investment in a play can be taxing and I just wanted to demonstrate that is kind of what happened here. The previous game, I made a move that probably didn’t have high enough equity to justify it, but it ended up catching the right percentage and allowing me to win. Since it worked for me the first game, I was prompted to do it again, and was correctly punished for doing so. We shuffled up for Game 3 and still had plenty of time on the clock. Game 3 is a blur to me as I made a single mistake that cost me the game. There was a turn where Dominique had a set Shaddoll Beast and I expected him to have a Shaddoll Squamata or Dragon to try to destroy my set Super Polymerization. I attacked his set Beast, allowing him to discard a Shaddoll Squamata to trigger his effect. He then used Squamata to send a Dragon to the grave to target my backrow. It was a part of my plan, as I went to chain my Super Polymerization, only to discover that all those effects are still a part of the Damage Step and wasn’t allowed to chain my important Super Polymerization. I was instantly punished next turn when Dominique used a Super Polymerization of his own in the Battle Phase to push and kill me in one turn. I was upset at myself for not knowing a game mechanic, but it was a mistake that I will never make again! I dusted the loss off and cleared my head to get ready for the last round.

7-2-1

 

Round 11: Burning Abyss

This round presented me a Michael Klasel piloting Burning Abyss. I knew he was playing Burning Abyss; he sat next to me the entire tournament since we both had a Draw and we had the highest tiebreakers in our bracket. He piloted a build that splashed The Monarchs Stormforth and five Monarchs, but he never drew that half of his deck while I preferred that he did. As I mentioned, I want to face as little Traps as possible, and the Monarchs have diminishing returns in drawing too many of them. Michael was a pleasure to play against and I would say that if I made any errors during our match, they weren’t result changing. In Game 3 he was on the play and had an ideal start of Vanity’s Emptiness and two blind MST’s for my two set backrow. I quickly lost in Game 3 and was overall happy with the last match and unfortunately bubbling the last round of the tournament.

7-3-1

I watched Sehabi play through the top cut and was very excited with what I saw of the draft portion. It seems like Konami has markedly improved with each successive Battle Pack set! The results of the premier level tournaments have included many top level players in the final seats of the tournament – indicative of a skill-intensive format. I hope that players open up to the idea of competitive drafting as I feel the bandwagon should be bigger than it currently is, but I expect it to grow slowly over time. It was the end of another weekend and I wasn’t upset about my results. I learned from my mistakes and I see my results as a validation of my approach to testing. Sehabi and Deon make the ideal group – we have a good balance of play styles and personalities. It’s important to have a good team and network with players across the country to ensure your ideas don’t get muddled and your conclusions are accurate. Yu-Gi-Oh is a deep game (part of why I have been so attracted to it lately) and I am looking forward to YCS Anaheim, which will include the next expansion: The New Challengers. Let me know what you think! -Korey McDuffie